Items Vault 1.6.0

Killed by ShiroNi_Summoner at level 13 on the 37th Profit 122nd year of Ascendancy at 18:17
Killed by ShiroNi_Summoner at level 13 on the 38th Profit 122nd year of Ascendancy at 19:36
Killed by Burb the snow giant champion at level 14 on the 19th Wealth 122nd year of Ascendancy at 21:05
Killed by naga myrmidon at level 16 on the 22nd Wealth 122nd year of Ascendancy at 10:41

Effective talent level: 1.0Use mode: ActivatedRange: 4Cooldown: 11Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.
Its effects scale with your Constitution stat.

Rune: Blink

Class Talents

Wild-gift / Summoning (utility)

1.30

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 2Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a summon power and a mind powerDescription: Summon a Turtle for 7 turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them, and can protect themselves with their shell.
It will get 40 Constitution, 13 Dexterity and 18 willpower.
Your summons inherit some of your stats: increased damage%, resistance penetration %, stun/pin/confusion/blindness resistance, armour penetration.
Their Constitution will increase with your Mindpower.

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You focus yourself on nature, allowing you to summon natural creatures much faster (65% of a normal summon time) and with no chance to fail from high equilibrium for 2 turns.
When activating this power, a random summoning talent will come off cooldown.
Each time you summon, the duration of the frantic summoning effect will reduce by 1.

Effective talent level: 1.4Use mode: ActivatedEquilibrium cost: 2Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a summon power and a mind powerDescription: Summon a Jelly for 7 turns to attack your foes. Jellies do not move, but your equilibrium will be reduced by 10% of all damage received by the jelly.
It will get 31 Constitution and 13 Strength.
Your summons inherit some of your stats: increased damage%, resistance penetration %, stun/pin/confusion/blindness resistance, armour penetration.
The jelly's Constitution will increase with your Mindpower.

Effective talent level: 1.3Use mode: PassiveIs: a nature gift and a mind powerDescription: While Master Summoner is active, when a creature you summon appears in the world, it will trigger a wild effect:
- Ritch Flamespitter: Reduce fire resistance of all foes in the radius by 22%
- Hydra: Generates a cloud of lingering poison, poisoning all foes caught within for 3.0 nature damage per turn (cumulative)
- Rimebark: Reduce cold resistance of all foes in the radius by 22%
- Fire Drake: Appears with 1 fire drake hatchling(s)
- War Hound: Reduce physical resistance of all foes in the radius by 22%
- Jelly: Reduce nature resistance of all foes in the radius by 22%
- Minotaur: Reduces movement speed of all foes in the radius by 30.4%
- Stone Golem: Dazes all foes in the radius
- Turtle: Heals all friendly targets in the radius 143 HP
- Spider: Pins all foes in the radius
Radius for effects is 1, and the duration of each lasting effect is 5 turns.
The effects improve with your mindpower.

Grand Arrival

1/5

Effective talent level: 0.0Use mode: PassiveIs: a nature gift and a mind powerDescription: While Master Summoner is active, each new summon will reduce the remaining cooldown of Pheromones, Detonate and Wild Summon.
30% chance to reduce them by -1.

Nature's Cycle

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 9Range: 10Cooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: For -1 turn(s), you have 100% chance that your summons appear as a wild version.
Each turn the chance disminishes.
Wild creatures have one more talent/power than the base versions:
- Ritch Flamespitter: Can fly in the air, spitting its Flamespit past creatures in the path of its target
- Hydra: Can concentrate its breath into spits when allies would be caught in a breath, instead spitting a bolt
- Rimebark: Can grab foes, pulling them into range of its ice storm
- Fire Drake: Can emit a powerful roar to silence its foes
- War Hound: Can rage, inreasing its critical chance and gaining armour penetration
- Jelly: Can split into an additional jelly upon taking a large hit (jellies formed by splitting do not count against your summon cap)
- Minotaur: Can rush toward its target
- Stone Golem: Can disarm its foes
- Turtle: Can force all foes in a radius into melee range
- Spider: Can project an insidious poison at its foes, reducing their healing
This talent requires Master Summoner to be active to be used.
Effects scale with levels in summon talents.

Wild Summon

0/5

Wild-gift / Summoning (distance)

1.30

Effective talent level: 2.6Use mode: ActivatedEquilibrium cost: 2Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a summon power and a mind powerDescription: Summon a Ritch Flamespitter for 8 turns to burn your foes to death. Flamespitters are weak in melee and die easily, but they can burn your foes from afar.
It will get 63 Willpower, 56 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, resistance penetration %, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower.

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 8Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a summon power and a mind powerDescription: Summon a Rimebark for 7 turns to harass your foes. Rimebarks cannot move, but they have a permanent ice storm around them, damaging and freezing anything coming close in a radius of 3.
It will get 39 Willpower, 34 Cunning and 10 Constitution.
Your summons inherit some of your stats: increased damage%, resistance penetration %, stun/pin/confusion/blindness resistance, armour penetration.
Their Willpower and Cunning will increase with your Mindpower.

Rimebark

1/5

Effective talent level: 2.6Use mode: ActivatedEquilibrium cost: 15Range: 5Cooldown: 10Travel Speed: instantaneousUsage Speed: Summon (100% of a turn)Is: a nature gift, a summon power and a mind powerDescription: Summon a Fire Drake for 5 turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn foes from afar with their fiery breath.
It will get 63 Strength, 56 Constitution and 38 Willpower.
Your summons inherit some of your stats: increased damage%, resistance penetration %, stun/pin/confusion/blindness resistance, armour penetration.
Their Strength and Constitution will increase with your Mindpower.

Fire Drake

2/5

Generic Talents

Wild-gift / Call of the wild

1.30

Effective talent level: 1.3Use mode: SustainedRemoves equilibrium: 6.1Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Meditate on your link with Nature.
While meditating, your equilibrium decreases by 6.06 per turn, your Mental Save is increased by 17, and your healing factor increases by 14%.
Your deep meditation does not let you deal damage correctly, reducing the damage you and your summons deal by 50%.
Also, any time you are resting (even with Meditation not sustained) you enter a simple meditative state that decreases your equilibrium by 0.69 per turn.
The activated effects increase with your Mindpower.

Meditation

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Touch a target (or yourself) to infuse it with Nature, healing it for 199 (this heal does not work on undead).
The amount healed will increase with your Mindpower.

Nature's Touch

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Using your connection to Nature, you can see your surrounding area in a radius of 4.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 2.

Effective talent level: 1.0Use mode: PassiveDescription: Dwarf skin is a complex structure; it can automatically react to physical blows and harden itself.
When you are hit in melee, you have a 15% chance to increase your armour total by 6 for 5 turns and fully ignore the attack triggering it.
There is no cooldown to this effect; it can happen while already active.

Stoneskin

1/5

Effective talent level: 2.0Use mode: PassiveDescription: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Saves based on the amount of gold you possess.
+1 save every 78 gold, up to +22. (currently +7)

Power is Money

2/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 57Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: While the origins of the dwarves remain clouded in mystery to the other races, it is obvious that they share strong ties to the stone.
You can target any wall and immediately enter it, appearing on the other side.
This can pass through up to 1 tiles (increases with Constitution and talent level).

Stone Walking

0/5

Cunning / Survival

1.00

Effective talent level: 1.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 5 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 31, and you gain the ability to detect traps (+23 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by 10%.
In addition your knowledge of devices allows you to disarm known traps (26 disarm 'power', improves with Cunning).

Device Mastery

1/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Wild-gift / Mindstar mastery

1.30

Effective talent level: 1.3Use mode: SustainedSustain equilibrium cost: 18Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Channel your mental power through your wielded mindstars, generating psionic blades.
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by 1.45, their armour penetration by 1.23 and mindpower, willpower and cunning by 1.45.
Also passively increases weapon damage by 34% and physical power by 30 when using mindstars.

Psiblades

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 7Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You touch the target with your psiblade, bringing the forces of nature to bear on your foe.
Thorny vines will grab the target, slowing it by 18% and dealing 13.15 nature damage each turn for 10 turns.
Damage will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Thorn Grab

1/5

Effective talent level: 2.6Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Smash your psiblades into the ground, creating a tide of crystallized leaves circling you in a radius of 3 for 7 turns.
All foes hit by the leaves will start bleeding for 22.21 per turn (cumulative).
All allies hit will be covered in leaves, granting them 22% chance to completely avoid any damaging attack.
Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1.30).

Leaves Tide

2/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You hit a foe with your mainhand psiblade doing 250% weapon damage, channeling all the damage done through your offhand psiblade with which you touch a friendly creature to heal it.
The maximum heal possible is 66. Equilibrium of the healed target will also decrease by 10% of the heal power.
Max heal will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Effective talent level: 1.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Effects

talent

Master Summoner

talent

Psiblades

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

active

You failed to protect the lost sun paladin from death by cold drake.

Escort: lost sun paladin (level 1 of Daikara)

failed

Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.
Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow.
It has been long sealed away but still, from time to time adventurers go there looking for wealth.
None that you know of has come back yet, but you did survive Reknor. You are great.

From bellow, it devours

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.
When you arrived there you found nothing but orcs, well organized and very powerful.
Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news.
Let nothing stop you.

Reknor is lost!

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.

Storming the city

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

active

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
5 lumberjacks have died.

When wielded/worn:
Armour: +2Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats.

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

hardened leather gloves (0 def, 2 armour)

Tool

Eye of the Dreaming One
Infused by psionic forces2.00 Encumbrance.

[Unique]
Type: tool / misc ; tier 1

When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+5 eff.)
Mindpower: +5 (+2 eff.)
The wearer is asleep.Lucid Dreamer: This item allows the wearer to act while sleeping.It can be used to activate talent Sleep (costing 18 power out of 25/25) :Effective talent level: 3.0Power cost: 18 out of 25/25.Range: 7Travel Speed: instantaneousIs: a mind powerDescription: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.

This ethereal eye stares eternally, as if seeing things that do not truly exist.

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 442% for 1 game turn.
You gain 100% stun, daze, and pin immunity during the effect.
Any actions other than movement will cancel the effect.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 60 life over 5 turns.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to heal yourself for 91 life over 5 turns.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to direct a cone of chilling stormwind doing 132.22 cold damage.
The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns.
These effects can be resisted but not saved against.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 22Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the rune.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage)

linen cloak (1 def, 0 armour)2.00 Encumbrance.

Type: armor / cloak ; tier 1

When wielded/worn:
Defense: +1 (+1 eff.)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

brass lantern

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Rod of Recall (1/2)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns

Activation costs 182 power out of 259/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/2)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.